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Patch 8.10 Notes

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Here are the full Patch 8.10 notes (be sure to check regional editions for slight variations!):

Greetings, Summoners,

Welcome to patch 8.10! Last time around, we revisited mana and waveclear; this patch we're checking out the jungle and rethinking the way we do kill streak bounties.

First, the jungle. We've had to take efforts to dial back the amount of pressure junglers can exert early, but we're pushing that harder in the direction of the jungle camps. TL;DR, most jungle camps will be worth less experience early, but the Rift Scuttler will be worth a lot more. The jungler who can win the fight for River Crab—or sneak one when the other jungler can't respond—will be at an experience and sustain advantage, and can turn that into plays around the map.

Next up, bounties. We've long cast bounties as a team objective: Kill the fed enemy for a boost of gold that can get your team back in the game. At the root of that is the ability to come back from a game that might otherwise snowball out of control. However, at the moment, spreading that reward to the whole team prevents individual players from feeling fully rewarded for their big plays.

Finally, we're conducting a balance pass on non-keystone runes. The rune system has had some time to breathe (and adapt to new or changed keystones), so we're going through and tuning a number of the minor runes.

The bonus damage Sion does to secondary targets struck by Roar of the Slayer is just too much: too much waveclear, too much poke, too much long-ranged lane control. By having E apply the armor shred to all targets struck, Q damage will be higher on targets struck by E, and further incentivize him to max Q (or at least to ensure there are more tradeoffs when he does opt into the ranged control E offers).

Last patch's changes helped bring Mundo's ultimate to a more satisfying level of power, but decisions around when to invoke that power are a bit too forgiving. A longer cooldown and higher costs should make the timing of those choices more important.

Poppy’s changes last patch were intended to be approximately power neutral, but they ended up taking her down slightly. We're reverting the movement speed nerf to give Poppy more room to maneuver around fights (or just start them).

Much like the Shyvana changes last patch, we want to make sure that damage-building Zac feels significantly different from tank Zac. While tank Zac has the durability to sit on his opponents' faces spamming W, a damage-oriented Zac can't survive that punishment as easily. Shifting his AP ratios out of W and onto his higher-impact abilities should ensure that when Zac does build damage, he feels like he was made for it, literally.

The high mana cost of Bard's W limits his uptime, especially in the laning phase. With a lower mana cost, he won't have to choose quite as directly between providing some healing to himself or his allies and having the mana to make plays on the map.

Now builds out of Lost Chapter instead of Aether Wisp. Movement Speed removed. Cooldown reduction and Mana added.

Mage junglers have been pretty scarce on the Rift for a while, and we're looking to change that. Changing Runic Echoes' buildpath to grant mana and cooldown reduction (both core mage stats) and increasing its overall stat efficiency should open the door for more mages to tango with jungle monsters.

We've also made changes to Hunter's Talisman (check those out below) which should help spellcasters feel better about jungling even before they pick up Runic Echoes.

Jungle items and gold items are both tuned to give unique, lower-cost power to their roles, which often operate on lower incomes than farming roles. We've had to combat the occasional cannibalization of support gold items by junglers, and at this point it's safer to just cut that option off.

YOU MUST CHOOSE WISELYYou can no longer own Hunter's Machete, Hunter's Talisman, or their upgrades at the same time as Ancient Coin, Spellthief's Edge, Relic Shield, or their upgrades

Jungle monsters give less experience, but experience scales with level.

Junglers have had too much of an impact in the early game. Specifically, they’ve too frequently been able to gank at level 3 before solo laners even reach that level. We’re looking to decrease consistent access to early jungle pressure but offer a more valuable Rift Scuttler as a new way for junglers to gain a lead.

Two Rift scuttlers spawn at the start of the game, but after both die, only one spawns at a time for the remainder of the game. That Rift Scuttler is tankier early and worth significantly more experience.

Rift Scuttler isn’t the hotly contested objective we’d like it to be, so we’re looking to up the reward ya girl Scuttle gives to encourage more interaction between junglers—and teams—as the game progresses. Becoming the Scuttle slayer will now give junglers an experience edge over their opponents, not just a spot of vision.

HEALTH800-3920 (based on level)? 1200-2480 (based on level)EXPERIENCE GRANTED10? 115-230 (at levels 1-9)GOLD REWARD70? 70-140 (at levels 1-9)INITIAL SPAWN TIME2:15? 2:00NEWTWO CRAB ENTERAt initial spawn, Scuttlers will spawn in the top and bottom river. Both must be killed before the respawn timer activates.THERE CAN ONLY BE ONEOnce both initial Rift Scuttlers are killed, only one Rift Scuttler can be on the map at any given time for the rest of the game. Respawn locations are randomly determined, but signaled ahead of time with a respawn marker.RESPAWN TIME180 seconds? 135 secondsNEWSHIELDS UPScuttler's extra defenses now have a particle to indicate when she's protected and when the shield has been brokenUPDATEDMY CABBAGESRift Scuttler's chance of trying to steal a honeyfruit is significantly decreasedItems

Starting jungle items have been updated. Just read the changelists.Hunter's Talisman

Hunter’s Talisman has been relatively weak and we’re looking to buff it. These changes should also help expand the jungle roster to include champions that have mana problems in their first clear.

KINDLE DAMAGE45 damage over 5 seconds? 60 damage over 5 secondsKINDLE HEAL25 health over 5 seconds? 30 health over 5 secondsUPDATEDKINDLEDamage over 5 seconds is no longer amped to 75 if you have bonus healthREMOVEDBASE MANA REGEN150% while in the jungleNEWMAGIC OF THE JUNGLEUp to 40 mana per 5 seconds based on missing mana while in the jungle or riverHunter's Machete

We’re removing the attack speed buff given by Hunter’s Machete and providing power elsewhere on the item. We initially gave it attack speed so junglers wouldn’t be forced into the Precision tree, but this has become less of a problem after the introduction of rune set bonus splitting. We'll be watching to see if any junglers are hit hard by these changes and try to compensate as necessary.

REMOVEDCHOP CHOPAttacking jungle monsters no longer grants 15% bonus attack speed for 2 secondsDAMAGE ON-HIT VS MONSTERS30? 40REMOVEDBASE MANA REGEN225% while in the jungleNEWMAGIC OF THE JUNGLEUp to 40 mana per 5 seconds based on missing mana while in the jungle or riverStalker's Blade

Inheriting the changes to Talisman and Machete.

REMOVEDCHOP CHOPAttacking jungle monsters no longer grants 15% bonus attack speed for 2 secondsDAMAGE ON-HIT VS MONSTERS30? 40REMOVEDBASE MANA REGEN225% while in the jungleNEWMAGIC OF THE JUNGLEUp to 40 mana per 5 seconds based on missing mana while in the jungle or river

Bounties

Kill streak bounties are now granted only to the killer, not the team.

Currently, the rewards a player gets for performing well are too split amongst the whole team, and we'll be looking to remedy that over time. We're starting this patch with Bounties, shifting the reward from a team one to a personal one, and we'll be investigating other team rewards going forward

You can now download the replays of other players’ Ranked and Clash games.

Whether scouting or reviewing replays of yourself or your Clash teammates, we want to make all competitive matches public domain for your perusal and improvement.

REVIEW THE TAPEClash matches will be available for download from an individual’s Match History pages in the clientSCOUT’S CODERanked matches are now available for download from an individual’s Match History pages in the client

League Client

Bugfixin'.

LESS LAGResolved an issue where the League Client was using more resources than it should have been while it was in the background. Higher end systems should see increased FPS.

Three buzzworthy new emotes are on the way in 8.10 - "Bee Mad", "Bee Sad", and "Bee Happy":

New Ward Skin

To go with the three champion skins, a new Pulsefire ward skin debuting in 8.10!

Pulsefire 2018 Ward Skin

Clash Summoner Banners, Flags and Trophy Assets

Tons of new CLASH related assets for summoner banners and flags based on Runeterran regions, frames, pedestals, trophies. Here is an Imgur album of all assets. Look for more information on CLASH in the near future.